1 /*
2 DSFML - The Simple and Fast Multimedia Library for D
3 
4 Copyright (c) 2013 - 2015 Jeremy DeHaan (dehaan.jeremiah@gmail.com)
5 
6 This software is provided 'as-is', without any express or implied warranty.
7 In no event will the authors be held liable for any damages arising from the use of this software.
8 
9 Permission is granted to anyone to use this software for any purpose, including commercial applications,
10 and to alter it and redistribute it freely, subject to the following restrictions:
11 
12 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software.
13 If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
14 
15 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
16 
17 3. This notice may not be removed or altered from any source distribution
18 */
19 
20 module dsfml.audio.soundstream;
21 
22 
23 import core.thread;
24 import core.time;
25 
26 import dsfml.audio.soundsource;
27 
28 import dsfml.system.vector3;
29 
30 import dsfml.system.err;
31 
32 
33 /++
34  + Abstract base class for streamed audio sources.
35  + 
36  + Unlike audio buffers (see SoundBuffer), audio streams are never completely loaded in memory.
37  + 
38  + Instead, the audio data is acquired continuously while the stream is playing. This behaviour allows to play a sound with no loading delay, and keeps the memory consumption very low.
39  + 
40  + Sound sources that need to be streamed are usually big files (compressed audio musics that would eat hundreds of MB in memory) or files that would take a lot of time to be received (sounds played over the network).
41  + 
42  + SoundStream is a base class that doesn't care about the stream source, which is left to the derived class. SFML provides a built-in specialization for big files (see Music). No network stream source is provided, but you can write your own by combining this class with the network module.
43  + 
44  + A derived class has to override two virtual functions:
45  + 		- onGetData fills a new chunk of audio data to be played.
46  + 		- onSeek changes the current playing position in the source
47  + 
48  + It is important to note that each SoundStream is played in its own separate thread, so that the streaming loop doesn't block the rest of the program. In particular, the OnGetData and OnSeek virtual functions may sometimes be called from this separate thread. It is important to keep this in mind, because you may have to take care of synchronization issues if you share data between threads.
49  + 
50  + See_Also: http://sfml-dev.org/documentation/2.0/classsf_1_1SoundStream.php#details
51  + Authors: Laurent Gomila, Jeremy DeHaan
52  +/
53 class SoundStream:SoundSource
54 {
55 
56 	package sfSoundStream* sfPtr;
57 
58 	private SoundStreamCallBacks callBacks;
59 
60 	protected this()
61 	{
62 	    callBacks = new SoundStreamCallBacks(this);
63 		sfPtr = sfSoundStream_construct(callBacks);
64 	}
65 
66 	~this()
67 	{
68 		import dsfml.system.config;
69 		mixin(destructorOutput);
70 		sfSoundStream_destroy(sfPtr);
71 	}
72 
73 	protected void initialize(uint channelCount, uint sampleRate)
74 	{
75 		import dsfml.system.string;
76 
77 		sfSoundStream_initialize(sfPtr, channelCount, sampleRate);
78 
79 		err.write(dsfml.system..string.toString(sfErr_getOutput()));
80 	}
81 
82 
83 
84 	@property
85 	{
86 		void pitch(float newPitch)
87 		{
88 			sfSoundStream_setPitch(sfPtr, newPitch);
89 		}
90 		
91 		float pitch()
92 		{
93 			return sfSoundStream_getPitch(sfPtr);
94 		}
95 	}
96 	
97 	/**
98 	 * The volume of the sound.
99 	 * 
100 	 * The volume is a vlue between 0 (mute) and 100 (full volume). The default value for the volume is 100.
101 	 */
102 	@property
103 	{
104 		void volume(float newVolume)
105 		{
106 			sfSoundStream_setVolume(sfPtr, newVolume);
107 		}
108 
109 		float volume()
110 		{
111 			return sfSoundStream_getVolume(sfPtr);
112 		}
113 	}
114 	
115 	/**
116 	 * The 3D position of the sound in the audio scene.
117 	 * 
118 	 * Only sounds with one channel (mono sounds) can be spatialized. The default position of a sound is (0, 0, 0).
119 	 */
120 	@property
121 	{
122 		void position(Vector3f newPosition)
123 		{
124 			sfSoundStream_setPosition(sfPtr, newPosition.x, newPosition.y, newPosition.z);
125 		}
126 		
127 		Vector3f position()
128 		{
129 			Vector3f temp;
130 			sfSoundStream_getPosition(sfPtr, &temp.x, &temp.y, &temp.z);
131 			return temp;
132 		}
133 	}
134 
135 	/**
136 	* Whether or not the stream should loop after reaching the end.
137 	*
138 	* If set, the stream will restart from the beginning after reaching the end and so on, until it is stopped or looping is set to false.
139 	*
140 	* Default looping state for streams is false.
141 	*/
142 	@property
143 	{
144 		void isLooping(bool loop)
145 		{
146 			sfSoundStream_setLoop(sfPtr, loop);
147 		}
148 		
149 		bool isLooping()
150 		{
151 			return sfSoundStream_getLoop(sfPtr);
152 		}
153 	}
154 
155 	/**
156 	* The current playing position (from the beginning) of the stream.
157 	*
158 	* The playing position can be changed when the stream is either paused or playing.
159 	*/
160 	@property
161 	{
162 		void playingOffset(Duration offset)
163 		{
164 			sfSoundStream_setPlayingOffset(sfPtr, offset.total!"usecs");
165 			
166 		}
167 		
168 		Duration playingOffset()
169 		{
170 			return usecs(sfSoundStream_getPlayingOffset(sfPtr));
171 		}
172 	}
173 	
174 	/**
175 	 * Make the sound's position relative to the listener (true) or absolute (false).
176 	 * 
177 	 * Making a sound relative to the listener will ensure that it will always be played the same way regardless the position of the listener.  This can be useful for non-spatialized sounds, sounds that are produced by the listener, or sounds attached to it. The default value is false (position is absolute).
178 	 */
179 	@property
180 	{
181 		void relativeToListener(bool relative)
182 		{
183 			sfSoundStream_setRelativeToListener(sfPtr, relative);
184 		}
185 		
186 		bool relativeToListener()
187 		{
188 			return sfSoundStream_isRelativeToListener(sfPtr);
189 		}
190 	}
191 	
192 	/**
193 	 * The minimum distance of the sound.
194 	 * 
195 	 * The "minimum distance" of a sound is the maximum distance at which it is heard at its maximum volume. Further than the minimum distance, it will start to fade out according to its attenuation factor. A value of 0 ("inside the head of the listener") is an invalid value and is forbidden. The default value of the minimum distance is 1.
196 	 */
197 	@property
198 	{
199 		void minDistance(float distance)
200 		{
201 			sfSoundStream_setMinDistance(sfPtr, distance);
202 		}
203 		
204 		float minDistance()
205 		{
206 			return sfSoundStream_getMinDistance(sfPtr);
207 		}
208 	}
209 	
210 	/**
211 	 * The attenuation factor of the sound.
212 	 * 
213 	 * The attenuation is a multiplicative factor which makes the sound more or less loud according to its distance from the listener. An attenuation of 0 will produce a non-attenuated sound, i.e. its volume will always be the same whether it is heard from near or from far. 
214 	 * 
215 	 * On the other hand, an attenuation value such as 100 will make the sound fade out very quickly as it gets further from the listener. The default value of the attenuation is 1.
216 	 */
217 	@property
218 	{
219 		void attenuation(float newAttenuation)
220 		{
221 			sfSoundStream_setAttenuation(sfPtr, newAttenuation);
222 		}
223 		
224 		float attenuation()
225 		{
226 			return sfSoundStream_getAttenuation(sfPtr);
227 		}
228 	}
229 
230 
231 	/**
232 	* The number of channels of the stream.
233 	*
234 	* 1 channel means mono sound, 2 means stereo, etc.
235 	*
236 	* Returns: Number of channels
237 	*/
238 	@property
239 	{
240 		uint channelCount()
241 		{
242 			return sfSoundStream_getChannelCount(sfPtr);
243 		}
244 	}
245 	
246 	/**
247 	* The stream sample rate of the stream
248 	*
249 	* The sample rate is the number of audio samples played per second. The higher, the better the quality.
250 	*
251 	* Returns: Sample rate, in number of samples per second.
252 	*/
253 	@property
254 	{
255 		uint sampleRate()
256 		{
257 			return sfSoundStream_getSampleRate(sfPtr);
258 		}
259 	}
260 
261 	@property
262 	{
263 		Status status()
264 		{
265 			return cast(Status)sfSoundStream_getStatus(sfPtr);
266 		}
267 	}
268 
269 	void play()
270 	{
271 		import dsfml.system.string;
272 
273 		sfSoundStream_play(sfPtr);
274 
275 		err.write(dsfml.system..string.toString(sfErr_getOutput()));
276 	}
277 
278 	void pause()
279 	{
280 		sfSoundStream_pause(sfPtr);
281 	}
282 
283 	void stop()
284 	{
285 		sfSoundStream_stop(sfPtr);
286 	}
287 
288 	abstract bool onGetData(ref const(short)[] samples);
289 
290 	abstract void onSeek(Duration timeOffset);
291 	
292 
293 }
294 
295 private extern(C++)
296 {
297 	struct Chunk
298 	{
299 		const(short)* samples;
300 		size_t sampleCount;
301 	}
302 }
303 
304 private extern(C++) interface sfmlSoundStreamCallBacks
305 {
306 public:
307 	bool onGetData(Chunk* chunk);
308 	void onSeek(long time);
309 }
310 
311 
312 class SoundStreamCallBacks: sfmlSoundStreamCallBacks
313 {
314 	SoundStream m_stream;
315 	
316 	this(SoundStream stream)
317 	{
318 		m_stream = stream;
319 	}
320 	
321 	extern(C++) bool onGetData(Chunk* chunk)
322 	{
323 		const(short)[] samples;
324 
325 		auto ret = m_stream.onGetData(samples);
326 
327 		(*chunk).samples = samples.ptr;
328 		(*chunk).sampleCount = samples.length;
329 
330 		return ret;
331 
332 	}
333 	
334 	extern(C++) void onSeek(long time)
335 	{
336 		m_stream.onSeek(usecs(time));
337 	}
338 	
339 	
340 	
341 }
342 
343 private extern(C):
344 
345 
346 
347 struct sfSoundStream;
348 
349 
350 sfSoundStream* sfSoundStream_construct(sfmlSoundStreamCallBacks callBacks);
351 
352 void sfSoundStream_destroy(sfSoundStream* soundStream);
353 
354 void sfSoundStream_initialize(sfSoundStream* soundStream, uint channelCount, uint sampleRate);
355 
356 void sfSoundStream_play(sfSoundStream* soundStream);
357 
358 void sfSoundStream_pause(sfSoundStream* soundStream);
359 
360 void sfSoundStream_stop(sfSoundStream* soundStream);
361 
362 int sfSoundStream_getStatus(const sfSoundStream* soundStream);
363 
364 uint sfSoundStream_getChannelCount(const sfSoundStream* soundStream);
365 
366 uint sfSoundStream_getSampleRate(const sfSoundStream* soundStream);
367 
368 void sfSoundStream_setPitch(sfSoundStream* soundStream, float pitch);
369 
370 void sfSoundStream_setVolume(sfSoundStream* soundStream, float volume);
371 
372 void sfSoundStream_setPosition(sfSoundStream* soundStream, float positionX, float positionY, float positionZ);
373 
374 void sfSoundStream_setRelativeToListener(sfSoundStream* soundStream, bool relative);
375 
376 void sfSoundStream_setMinDistance(sfSoundStream* soundStream, float distance);
377 
378 void sfSoundStream_setAttenuation(sfSoundStream* soundStream, float attenuation);
379 
380 void sfSoundStream_setPlayingOffset(sfSoundStream* soundStream, long timeOffset);
381 
382 void sfSoundStream_setLoop(sfSoundStream* soundStream, bool loop);
383 
384 float sfSoundStream_getPitch(const sfSoundStream* soundStream);
385 
386 float sfSoundStream_getVolume(const sfSoundStream* soundStream);
387 
388 void sfSoundStream_getPosition(const sfSoundStream* soundStream, float* positionX, float* positionY, float* positionZ);
389 
390 bool sfSoundStream_isRelativeToListener(const sfSoundStream* soundStream);
391 
392 float sfSoundStream_getMinDistance(const sfSoundStream* soundStream);
393 
394 float sfSoundStream_getAttenuation(const sfSoundStream* soundStream);
395 
396 bool sfSoundStream_getLoop(const sfSoundStream* soundStream);
397 
398 long sfSoundStream_getPlayingOffset(const sfSoundStream* soundStream);
399 
400 const(char)* sfErr_getOutput();